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dc.contributor.authorWu, Kuien_US
dc.contributor.authorHe, Xuen_US
dc.contributor.authorPan, Zherongen_US
dc.contributor.authorGao, Xifengen_US
dc.contributor.editorUmetani, Nobuyukien_US
dc.contributor.editorWojtan, Chrisen_US
dc.contributor.editorVouga, Etienneen_US
dc.date.accessioned2022-10-04T06:39:48Z
dc.date.available2022-10-04T06:39:48Z
dc.date.issued2022
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.14669
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14669
dc.description.abstractOcclusion culling has become a prevalent method in modern game engines. It can significantly reduce the rendering cost by using an approximate coarse mesh (occluder) for culling hidden objects. An ideal occluder should use as few faces as possible to represent the high-resolution input mesh with a high culling accuracy. We address the open problem of automatic occluder generation for 3D building models with complex topology and interior structures. Our method first generates two coarse sets of faces via patch-based and voxel-based mesh simplification techniques. A metric-guided selection algorithm chooses the best subset of faces to form the occluder, achieving a high occlusion rate and accuracy. Over an evaluation of 77 building models, our method compares favorably against state-of-the-arts in terms of occlusion accuracy, occlusion rate, and face number.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies → Mesh geometry models
dc.subjectComputing methodologies → Mesh geometry models
dc.titleOccluder Generation for Buildings in Digital Gamesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersFast Geometric Computation
dc.description.volume41
dc.description.number7
dc.identifier.doi10.1111/cgf.14669
dc.identifier.pages205-214
dc.identifier.pages10 pages


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  • 41-Issue 7
    Pacific Graphics 2022 - Symposium Proceedings

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